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Messages - ibanix

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1
OXCE Support / Re: Endless play / no Cydonia
« on: July 10, 2023, 05:42:14 am »
I recall that you can easy manage all UFOs if you have enough avengers, only real limitation is countries that leave projects.
Beside even if rap up of ufors is too much then you can always change it in rulesets to be less.

Oh, that's interesting. Could you point me to a reference on how to do that? Thank you.

2
OXCE Support / Endless play / no Cydonia
« on: July 09, 2023, 10:56:29 am »
Hello all,

Sorry if this is in the wrong forum section. Please feel free to move to wherever is more appropriate.

I love Xcom... but I love the battles, interception and base management. The race to get o Cydonia isn't actually all that fun for me. I would like to play more of the former. In other words, I would like some sort of mod where I can play "forever" without the Cydonia mission being the fixed ending point, or some sort of alternative victory condition.

Yes, I'm aware I could simply just not go to Cydonia and keep playing. That isn't what I'm getting at, because the game will just ramp up the spam of UFOs so high that no human player could possibly keep up. The game is designed to try to force the player to finish Cydonia or die.

Is there a middle ground here where there is no Cydonia mission available and alternate victory conditions? Or, some high-but-manageable level of alien activity where the goal can then become "how long can we survive"?

Thanks in advance.

3
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 17, 2014, 02:37:37 am »
The last actual working version seems to be the 06/22 build.

4
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 14, 2014, 11:54:30 pm »
It shouldn't be that difficult, but code has to be well tested before being committed.

5
Released Mods / Re: [ARMOUR] Hazmat Armour 1.0
« on: July 14, 2014, 01:39:14 am »
Awesome. Now I can nuke everything in sight with incendiary rounds.

WORLD MUST BURN

6
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 10, 2014, 05:04:33 pm »
I was using this one:

https://dl.dropboxusercontent.com/u/234369005/OXC/Legacy%20Debug.zip

I'll try the other one shortly.

7
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 10, 2014, 09:23:51 am »
I tried the most recent upload and it hasn't fixed my problem; everyone still gets every medal. I cleared the medals via the debug option first.

8
Released Mods / Re: Alien Remix
« on: July 09, 2014, 10:07:38 am »
Very nice. I'll give this a try on my next go-through.

9
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 09, 2014, 03:10:43 am »
I just upgraded. At the end of my mission (10 guys, 1 HWP vs 3 Ethereals, Large Scout), ALL of my soldiers got the following medals:

* Black Cross
* Bolt's Cross
* {0} Campaign Ribbon
* Performance Citation
* Defender Medal
* Order of the Hammer
* Greanadier's Medal
* Inferno Star
* Longest Night
* Man of Steel
* Medal of Heroism
* Merit Star
* Military Cross
* Order of Earth
* Order of Glory
* Order of Restraint

and so on - I think every medal possible.

My save file is attached.

10
Released Mods / Re: [ECONOMICS] Manufacturing for Profit Rebalance
« on: July 09, 2014, 02:13:01 am »
This probably breaks the balance since one can build a manufacturing base and sell from 2 to 8 avengers per month.
Would be nice to see government orders sometimes. The player can accept or reject the order. In case of expiration the government leaves the project or decreases its funding.

I thought about that, but consider:

1) You need a free hangar to make a craft; (+$200k)
2) You need at least two workshops (at $800k a piece  -> $1.6m statup);
3) You need at least 50 engineers (at $25k/month -> $1.25m/month)
4) You'd have to have researched the Avenger, which is a really long research tree.

By the time you get to this point, you're nearing being ready to go to Cydonia. By the end game, if you're willing to spend the entire month+ and space to make spare Avengers for cash, you're just helping yourself to the end.

11
Released Mods / [ECONOMICS] Manufacturing for Profit Rebalance
« on: July 08, 2014, 11:53:40 am »
One of the things that always bugged me about the vanilla XCOM experience was the arbitrary profit/loss from manufacturing. Laser Cannons will return you good money, but building and selling Mind Probes, Personal Armor, or Alien Grenades would cause you to lose money.

You'd figure that the black market would be all over Mind Probes (beloved by marketing executives!), and high strength personal armor and explosives is in demand from military everywhere.

So I've attempt to rebalance the entire system. *Everything* that can be made will now make you a profit. However, how much of a profit they make depends on several factors:

* How long does it take to produce an item?
* How much space does it take while producing items?
* Does it take any alien alloys to make the item?
* Does it take any E-115 to make the item?

In general, more complex and larger projects give more profit. Alien alloys raise the final price; E-115 being very hard to obtain, hugely raises the price. HOWEVER, to keep game balance from items obtained from raiding UFOs, prices on recovered items have changed as little as possible. In particular the selling price of plasma weapons (Heavy/Rifle/Pistol) have not changed, and UFO Navigation/Power Source have not greatly changed.

Have a ton of excess alien alloys, a free hangar, and a lot of time to spare? Build an Avenger. It will take you almost a month (at ~50 engineers), but the pay out will be almost $4 million. The Firestorm and Lightning will also make you money - and the resale value will make it worthwhile to produce.

If you have excess E-115 and a need for cash, Hovertank/Plasma will make you almost $600k per unit profit. If you only want to use 5 spare E-115, you can build 5 Plasma Pistol Clips in less time than it takes to build a Medi-Kit, and will net you $90k.

Or you can still build items that don't take AA or E-115... they just won't pay nearly as well, but you'll never worry about running out, either.

INSTALL: Drop into Ruleset folder and enable. You know the drill.


Changes were based on the hugely useful Profitability Analysis spreadsheet developed by Mike Fay. The spreadsheet was originally available from ufopedia.org (https://www.ufopaedia.org/index.php?title=Manufacturing_Profitability). I've included a copy of the spreadsheet, which includes both the old (vanilla XCOM) profit analysis, and my changes. The changes made are highlighted in yellow for easy reference.


Suggestions and comments are greatly appreciated.

-ibanix

12
Released Mods / Re: [SOUND] High Quality Sounds
« on: July 08, 2014, 10:56:40 am »
It already is an option; just download and enable the mod.

13
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 08, 2014, 08:04:48 am »
What kinda of criteria you'll use?

There should be awards for finishing a mission without getting anyone killed or wounded (but requires at least one alien kill). Awards for killing more aliens than soldiers (not HWPs) brought on a mission (you brought 10 guys, 10+ aliens). Award for a successful alien base assault.

Just a few ideas.

14
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 08, 2014, 06:53:00 am »
I second the borders.

15
Released Mods / Re: Laser Reskin Mod
« on: July 08, 2014, 06:18:14 am »
That's my feeling as well. Great work here, but not personally the flavor I'd use in my games.

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